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https://github.com/MaSzyna-EU07/maszyna.git
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Networking used to be reachable only through the eu07.ini network.server / network.client entries, and init_modes() refused to start at all unless a scenery file was already known. That made it impossible to join a session without knowing (and typing) the host's scenario up front, even though SERVER_HELLO already carries the scenario name. - add --host [address:port] and --connect address:port to the command line (default port 7420, --host defaults to 0.0.0.0), plus --scenario/--vehicle aliases and -h/--help; the existing ini settings keep working - drop the init_modes() restriction: a client goes straight to the scenario loader and waits there for the handshake, a host without -s still gets the launcher and simply refuses joins until a scenario is up - the loader screen reports the network state instead of sitting on a blank progress bar - a client that did not ask for a vehicle with -v starts as an observer rather than failing to find the default EU07-424; the lobby of stage 2 will take over the choice - handshake carries build identification and the server answers an impossible join with SERVER_REJECT and a readable reason instead of dropping the socket silently; protocol version bumped to 3 - deserialize_message() no longer dereferences a null message on an unknown message type
100 lines
3.1 KiB
C++
100 lines
3.1 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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#include "stdafx.h"
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#include "application/scenarioloadermode.h"
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#include "utilities/Globals.h"
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#include "simulation/simulation.h"
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#include "simulation/simulationtime.h"
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#include "simulation/simulationenvironment.h"
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#include "application/application.h"
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#include "application/scenarioloaderuilayer.h"
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#include "rendering/renderer.h"
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#include "utilities/Logs.h"
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#include "utilities/translation.h"
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scenarioloader_mode::scenarioloader_mode() {
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m_userinterface = std::make_shared<scenarioloader_ui>();
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}
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// initializes internal data structures of the mode. returns: true on success, false otherwise
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bool scenarioloader_mode::init() {
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// nothing to do here
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return true;
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}
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// mode-specific update of simulation data. returns: false on error, true otherwise
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bool scenarioloader_mode::update() {
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if (!Global.ready_to_load) {
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// waiting for the network handshake to tell us which scenario to load
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m_userinterface->set_progress(
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Global.network_status.empty()
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? STR("Connecting to server")
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: Global.network_status);
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return true;
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}
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if (!state) {
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WriteLog("using simulation seed: " + std::to_string(Global.random_seed), logtype::generic);
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WriteLog("using simulation starting timestamp: " + std::to_string(Global.starting_timestamp), logtype::generic);
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Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
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WriteLog( "\nLoading scenario \"" + Global.SceneryFile + "\"..." );
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timestart = std::chrono::system_clock::now();
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state = simulation::State.deserialize_begin(Global.SceneryFile);
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}
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try {
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if (simulation::State.deserialize_continue(state))
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return true;
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}
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catch (invalid_scenery_exception &e) {
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ErrorLog( "Bad init: scenario loading failed" );
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Application.pop_mode();
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}
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WriteLog( "Scenario loading time: " + std::to_string( std::chrono::duration_cast<std::chrono::seconds>( std::chrono::system_clock::now() - timestart ).count() ) + " seconds" );
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// TODO: implement and use next mode cue
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Application.pop_mode();
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Application.push_mode( eu07_application::mode::driver );
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return true;
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}
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bool scenarioloader_mode::is_command_processor() const {
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return false;
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}
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// maintenance method, called when the mode is activated
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void scenarioloader_mode::enter() {
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// TBD: hide cursor in fullscreen mode?
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Application.set_cursor( GLFW_CURSOR_NORMAL );
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simulation::is_ready = false;
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if( Global.SceneryFile.empty() ) {
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// multiplayer client: the scenario is not known until the server answers
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Application.set_title( Global.AppName );
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m_userinterface->set_progress( STR( "Connecting to server" ) );
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}
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else {
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Application.set_title( Global.AppName + " (" + Global.SceneryFile + ")" );
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m_userinterface->set_progress(STR("Loading scenery"));
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}
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}
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// maintenance method, called when the mode is deactivated
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void scenarioloader_mode::exit() {
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simulation::Time.init( Global.starting_timestamp );
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simulation::Environment.init();
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}
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